| Fuzzman91 |
Hey there! So as the title says I’m looking for opinions on 2 builds I have. The builds are for a upcoming campign where myself and two others will be running a high cr game, monstrous races, templates/prestige classes, etc will be allowed. The issue I am stuck on is my role to play in the group. We have Drider Grappler (not sure if monk or brawler) and a dedicated ranged character, I have opted to tank for both of them since the Drider is alot of health and good AC but very singler focused while our range is a glass cannon. I’m trying to build a charcater with good damage and support (buffs mostly). I’ve narrowed it down to 2 builds but would like a general opinion/advice on how to excute said builds or other ideas that would do said job.
I’ll list the general overview of the builds I have (please note that I’ve mostly played just straight classes and mostly advance races)
Build One:
Centaur Rage Prophet
5 lvls of titan mauler archetype for jotungrip and +5 BAB
At 6th lvl take oracle (battle mystery and reclusive curse)
7th go Rage Prophet (go the full ten levels)
Afterwards go four more levels into oracle for access to lvl 7 healing spells
General idea for this character is to be a meat sheild that can buff himself silly and buff his allies to make everyone tougher with Titan Maluer providing access to a huge bastard sword with impact to have 4d8 damage. Buffing obviously provides better survivability with healing incase of emergencies.
Build Two:
Half-Giant Magus(Bladebound) (no pscionics)
Go 3-5 lvls into titan mauler for huge bastard sword and high damage (and the ability to shorten targeted enimeies range by 5 feet)
Starting at lvl 4 go bladebound magus continue as far as needed
At some point take the mongrel giant template to go rune giant option for massive stat boots
Along with the template, look into runeguard for thematics or possibly one of the other magical warrior prestige classes
General idea is similar to first build but focusing more on the magic melee combo. This build is based around the idea of heavy buffing and damage with stacking spells on top OR channeling spells through swords for massive hits while still giving good support via buffs. Giving up heals due to idea of “We don’t need heals if they are already dead.”
| JDLPF |
What exactly are the rules for your game? Do you use CR or racial hit dice in place of levels?
If so, you're likely better off taking a humanoid race and stacking as many class levels on it as possible instead of a high CR race, especially if you want to have a spellcaster.
If you get free CR levels, how many do you get before you start your class levels?
Personally, if I was looking for a tank build I'd build a Half-Orc Invulnerable Rager and stack templates on it to reach the CR of the game.
My order of preference:
+1 CR - Simple Template: Advanced (+4 to all stats, +2 natural armor AC)
+1 CR - Simple Template: Giant (+4 size bonus to Str and Con, -2 Dex, +3 natural armor AC, increase size one category)
+2 CR - Half-Dragon (Str +8, Con +6, Int +2, Cha +2, +4 natural armor AC, darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and one energy type, fly at twice base land speed, two claw attacks and a bite attack, breath weapon)
| avr |
Centaurs get the undersized weapons quality; they start from size medium. There might be wording in things like titan mauler which seems to override that while also granting a size increase, but if so it's an oversight based on not considering the interaction IMO. I wouldn't use it.
You'd think that eldritch scion (abyssal) magus without a multiclass would be better & simpler than titan mauler barbarian 3-5 / bladebound magus X. It's still probably the better of the two IMO. Spell combat allows better action economy, and even low level magus spells remain good a long time.
| Fuzzman91 |
We go by levels for HD and are generally pretty open to the idea of all templates, classes, races unless they are stupid broken like my one friends Pscionic character.
The Advance and Half-Dragon aren’t a bad idea, but as I said I’m more concerned with the trade of high damage and buffs VS damage, buffs, and healing. The GM we have is the kind to throw the book at us when it comes to eneimes and will always make it harder.
Also, according to the D20pdf site we use Centaurs are large to start.
| JDLPF |
So you want a character that can fight in melee as well as cast spells and heal?
I'd suggest a straight human warpriest of Gorum, with the Advanced, Giant and Half-Dragon templates added.
Alternatively, consider a defensive template such as Zombie Lord or Skeletal Champion (CR +1) for undead immunities, a Fungal Creature (CR +1) for plant immunities, or a Trompe l'Oeil (CR +1) for construct immunities.
Magda Luckbender
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I'm a bit surprised no one mentioned Reach Cleric as an option. That's a powerful build that's both a melee specialist and a full caster, and quite capable of tanking for the group you describe. Of course, a Warpriest can be as effective a melee fighter as a cleric, and is about 2/3 as capable a caster. Perhaps consider applying reach tactics to your Warpriest.